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KSP2 Release Notes
Everything posted by Starwaster
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That's because only the parts supplied with the mod have the necessary configuration to add MJ other cockpits and control devices do not, unless you use something like ModuleManager and a config that adds the necessary MJ configuration. I would share mine with you that adds sandbox and career mode compatibility to every control device but my computer is dead. Again. Search a few pages back. Someone posted a suitable config I think. Edit: Oops look two posts up at what Galane posted. That's what you want. @Galane, something else must have changed. What version of Module Mnager are you using? It's had a lot of updates this past week and some broke things. 2.0.8 is the latest stable that I know of. 2.1 (or was it 2.0.10) is latest but I didnt get to try it
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balances unbalanced RCS placement by throttling RCS units according to how torque they can impart based on distance from CoM. I've seen that translation issue too, where you only get a burst of RCS by pressing and releasing. I'm wondering though if it might not be visual only because if I enable the item that displays current RCS thrust then I see it displaying thrust even if I dont see the puff. So I'm not sure what's really happening...
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Maybe ialdabaoth's ModuleRCSFX plugin? not sure what stage of development it's in but alternate fuels is implemented. Including the possibility of ion thrusters
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It will, because if an active vessel has a part that is missing a module that the part's cfg says it has, then the active part will get that module. Sometimes that's good. the module will work just fine out of the box. sometimes it's bad because the module wont initialize properly. the vessel works ok and the part works ok except functionality of the module in question is impaired. And in some cases it's VERY bad because some of the modules depended on loading in a certain order and the vessel wont load properly. Bad things might happen to it when it comes off rails. I dont think it's really a MM issue either because it doesnt matter how the module got on the part. and the third possibility can happen if the PartModule code was modified such that existing vessels might do bad things. IonCross life support had a really bad save breaking update once and there was just no mitigating it.
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Agreed, there's not much point in reporting things like this here if requests for additional information are met with no cooperation. Recent updates to FAR broke at least two of the functions in the MJ FAR extension. Might just need recompiling, or maybe those functions need fixing now to enable them to work with FAR again.
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Neutral Thrust calculation
Starwaster replied to Sovnheim's topic in KSP1 Gameplay Questions and Tutorials
Doesn't work very well anymore. Hasn't in awhile. I remember a time I had to land a rescue ship on Duna and overshot by 10 km. MJ2's Translatron saved the day by auto-hovering my ship as you described as I gently tilted and guided it to the landing site. If that happened today? My Kerbals would have to walk to the rescue ship. -
I don't know what to think at this point. I had the same problem you did but I had tampered with my config file by removing the references to Earth textures. I thought the effect of KSC being in the ground was a natural consequence so I removed PQSCity from kerbin and KSC moved back to where it was supposed to be. I have no idea why you're having these other weird issues now.
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No, tanks like that have structural rigidity even when unfilled. Balloon tanks need to be filled or they can collapse. toroidal tanks btw (IRL) were originally designed for use for craft that are expected to spin in flight.
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Mmmmmmm you really don't know what planet you're on? Just do what SI said and nuke the entire RSS folder and redownload/reinstall.
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[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
You guys..... he's already mentioned doing that in the future... -
Is that supposed to be for Earth or Kerbin? Did you delete the files that make it Earth? If so then you need to edit RealSolarSystem.cfg and delete the Kerbin node that says PQSCity (keyName = KSC) Or if you're using someone else's config then they screwed up KSC's placement.
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Sounds interesting! But no FTL drives. And no time-warping. Realtime only! (ok ok just kidding about those last bits....)
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Sorry, I was just trying to be empathetic. :( -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
please dont take this the wrong way, but face palming was definitely the right thing to do The poor guy never asked for a full fledged physics simulation, he only wants his chutes to not overlap. Simplest solutions are often the best ones and there's more than one way to do this. I've even implemented a fairly simplistic solution myself that worked reasonably well. In most situations. It did have some bugs that needed working out but I didnt really feel like pursuing it. Code is posted in this thread somewhere if anyone wants to do anything with it. Filfre. -
kinda same here. I havent done much playing
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Starwaster replied to ferram4's topic in KSP1 Mod Releases
Probably because DRE used to have the same problem and he's wondering if it's not really fixed or resurfaced....- 14,073 replies
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- aerodynamics
- ferram aerospace research
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OOooooo I forgot about that. I turned that off because I had wings tearing off of my spaceplane at 100m/s when it was still trying to take off.
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I might widen the struts on the trusses a bit but that's a pain because it basically means rebuilding the whole thing from the ground up. That wasn't fun the first time. Some custom RCS definitely. Those will be slightly higher ISP based on AMBR - Advanced Material Bipropellant Rocket. Not anymore powerful than stock or most mod RCS, but more efficient. In appearance they'll be similar to the arrangement to what you see in most of the Copernicus RCS. (I recommend twice as many as it is usually depicted with) Maybe an engine. Maybe. And I still need to put some craft files out. I'm so bad about that
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Starwaster replied to ferram4's topic in KSP1 Mod Releases
This is KSP. Bad surprises are a way of life.- 2,647 replies
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- kerbal joint reinforcement
- kjr
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Just saw this, and holy crap, it would be cool if we had wind but we do not. At all. If your rockets are coming apart using this mod then get the latest Kerbal Joint Reinforcement mod http://forum.kerbalspaceprogram.com/threads/55657-0-23-5-Kerbal-Joint-Reinforcement-v2-3-4-14-14. For crashing, as was said, you're probably running out of memory. Get the Active Texture Management http://forum.kerbalspaceprogram.com/threads/59005-0-23-5-Release-3-1-Active-Texture-Management-Save-RAM-without-reduction-packs%21?highlight=active
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I tried asking my money for a second opinion but it was quiet and did not respond to my urgent pleas for information.